It is 1530 hours, and the Janus is scheduled to make contact at 1800. You have two and a half hours. It will take that long to hike back to the Slaver ruins. The Coxan village can be approached in under an hour on foot.

With Ursula's capture, there is only one villain who remains unaccounted, the shadowy Romulan Commander.

The stunned characters will remain so for 1d4 hours, or until you wake them.

Your medical tricorders can identify Romulans, up to a range of 100 meters. Within the jungle this range is effectively reduced to a quarter of that, due to all of the interference from dense and unusual flora and fauna.

Building on the commanders bluff Dr. Ryerson holds up his medical tricorder and pretends to scan the Romulan from his position. "He right you know. Exposure to just the belt's radiation is enough to kill you within days. But with that helmet on it increases the radiation levels significantly. I estimate only hours left without proper treatment. Even now you should be feeling the effects: increased heart rate, perspiration, anxiety mixed with the sense of euphoria. Drop your weapon and remove the artifacts and I can start to administer a counter agent to stabilize you until we can get you aboard our ship for intense radiation decontamination."

Hi,I'm going away for the holidays and will be offline until Monday 1/8. Please NPC my character for me if I'm slowing things down.

Nadix will try to track the Romulan Commander with the Rod of Life.If he finds her, he will try to use the Rod to deactivate all of her Slaver Artifacts, like Kirk and Spock using the prefix codes to order the Reliant to lower her shields in Wrath of Khan.

The plasma gun is standard issue. The only difference you have noticed is that the Romulan Commander apparently knows how to turn hers off before firing, whereas the one used by the party must be fired after it begins to charge.

Also—it is indeed shaking more violently, indicating that she has already spent at least one round or more charging it.

Ironically, the rules do not cover cover (also strange, as they are obviously written for RPG miniatures games). I will treat cover similarly to physical force fields. A normal rock or building object will have 20 hit points; assuming the character is 100% behind cover and not peeking out, the weapon must completely obliterate it before the character can be harmed. If the weapon is a "splash" weapon (grenades, plasma blast), then half of any excess damage will spill over to the hiding character.

EDIT: If you have less than full cover, the usual attack modifiers will take place, but missing means the cover may have been hit instead. 25% cover gives -1 to the hit roll, 50% gives -3, and 75% gives -4.

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